Marvel vs capcom origins arcade table
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Stranger still: using mutant powers took away a player’s life energy.
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The third button activated a Mutant Power, a powerful screen-clearing attack, regardless of how much sense it actually made - Wolverine’s claws spit arc energy and Nightcrawler’s shimmering teleportation pathway dealt damage. KonamiĬontrols for X-Men were simple, with an 8-way joystick and a button each for attacking and jumping, which combined into limited combos like a flying attack and enemy throws. Up to six players could work together to help the X-Men beat Magneto. The 1-6 players huddled around the control panel (which got cramped despite the immense cabinet) beat back a Sentinel assault on a city before fighting through the crocodile men of Magneto’s island to the Master of Magnetism’s Asteroid M in orbit, defeating Brotherhood of Mutants bosses like Pyro, Blob, Mystique, Juggernaut and White Queen along the way. Humans can do nothing against the power of the evil mutant. Ditching the source cartoon’s storyline, X-Men’s plot is appropriately arcadey in its directness: In the 21st century, evil mutants led by Magneto aim to destroy the world. Konami’s X-Men reclaimed the cartoon’s character designs, including the brown Wolverine costume from writer Chris Claremont’s decade-long run on the comics - making the game a last outpost for the 1980s X-Men aesthetic in the ‘90s.
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While released the same year as the X-Men animated series and its unforgettable opening theme, the arcade X-Men was based instead on an earlier animated TV pilot, the redundantly named X-Men: Pryde of the X-Men, which aired in 1989 and never became a series. Magneto and the Sentinels in 'X-Men' Konami Not only does this misunderstand the basic premise of the X-Men (and many other superheroes) but it also obscures the socio-political message at the heart of Marvel’s mutant saga.īut to understand where Konami went wrong (while also going extremely right in many other ways), we have to go back to the beginning. Like many arcade games at the time, X-Men relied on special moves that had to recharge after each use.
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But by dropping fans into the X-Men's boots, Konami also revealed the next obstacle ahead for video games, which would have to learn how to create superpowers that were more than a button press and a draining energy meter. Welcome to the Inverse Superhero Issue! Read more here.
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Assembling Cyclops, Colossus, Wolverine, Storm, Nightcrawler, and Dazzler for combined combat, X-Men distinguished itself with tall, muscular sprites that closed the imaginative gap between the characters on the comic book page and their digital expressions. The game also took a heavyweight genre - side-scrolling beat-’em-ups - and stepped on the scale. The six-player X-Men game even made it into the Guinness World Records for most simultaneous players. The arcade cabinet was one of the largest of its era, with two CRT monitors providing up to six players with a widescreen experience. Everything about X-Men the arcade game was larger than life.